I like BareBones Fantasy. If DwD can maintain their production values, you'll be getting in on the ground floor of something special. I'm certainly rooting for them. I'd recommend this product to anyone looking for a simplified-but-deep-enough approach to fantasy. I'd also recommend it to anyone looking to learn a thing or two in preparation for their own publishing adventure. I wouldn't recommend this book if your interests lie primarily in the truly crunchy and/or complex.

Seriously, three words! That's all it takes to make a character. Not only does the system get out of the way in play, it gets out of the way in character creation. I seriously made a character in 10 minutes. I understood what he could do, and he was well balanced.

Fantasy Flight seems to have seen the writing on the wall with this re-packaging of WFRP Third Edition. I am among those who bristled at the very board game-like presentation of the boxed set. I absolutely get the special dice--Fate/Fudge games are the same in that manner--but all the chits and cards and such just seemed to take away from the experience for me. This book iteration gives you the option to play the classic pen/paper way, just add dice. All the "board game" trappings are now completely optional, though they are definitely recommended. Still the option, perceived or otherwise, is nice.

This is one of my all-time favorite settings, and this new rule set truly does an admirable job of presenting it. The dice themselves provide guidance for roleplaying in combat, something oft-forgotten at the table. They pretty much force you to not simply roll the dice and call out damage.

Woodland Warriors, based on the Swords & Wizardry iteration of OD&D, is brilliant! I am especially satisfied with the use of d6s that essentially transform the classic game system to a roll/keep affair. Dave Bezio's adventure in the back really captures the Redwall feel this game seems meant to stress. I will be playing this with my 7-year-old daughter and nephew. The excellent side effect is the kids have asked me to read the original Redwall to them!

My one gripe is i would have liked to seen details bringing the classes to Level 10 or more.

If you want to tweak your C&C game, look no further than this book. Basically the Castle Keepers Guide takes a toolkit approach to modifying the Siege Engine. Much of the optional rules re-introduce elements of the full 3.x SRD, but the real beauty of the book for me is in the analysis of the game engine. Highly recommended for anyone interested in spicing up their C&C game.

BASH! Ultimate Edition feels like an indie game and an old school game at the same time. The rules are simple and straightforward: roll 2d6, multiply by stat. There are tables for those averse to math. Just about every power I could think of is in there, and the game seems like it scales well, allowing for play at any level in the comic book super hero genre.

My only gripe is there is advice given in the front of the book about transparency with players, but there are key mechanics buried in the narrator's section. Aside from this foible, BASH! fires on all cylinders.